The Shards of Alara
The best thing about collecting Magic : The Gathering cards is that every few months, they’re going to hit you with a whole new set to tear open, organize, accumulate and trade – and truly, these are some the actions that live warmly at the core of every collector. This month, they hit us with a mystical sledgehammer.
See, there’s always been an undercurrent of narrative that runs beneath all of the existing Magic cards; things that seem related, recurring names, similar creatures and abilities, and images that appear across different cards. Most times, these circumstances and coincidences aren’t really addressed, and attributed to the general goings-on around the section of the world that each subsequent Magic set takes place in. With the newest set of cards, ‘Shards of Alara‘, Wizards of the Coast has published a kind of traveler’s guidebook to Alara that unifies and explains most of the 249 cards in the set. It’s not so much a Fodor’s Guide, inasmuch as it won’t really tell you where to get a good burger or how to avoid being slain by a rampaging swarm of banewasps, but it’s more of a Froud-’Faeries’ style journey through the five ’shards’, or mini-worlds, of Alara, each one centered around one of the five colors of magic, or ‘mana’ – a mainstay element throughout every expansion of Magic that’s now becoming a little more personified by these new narratives. The book explores fiery mountains, death-ravaged swamps, and so forth, as well as the heroes, villains and creatures that dwell within these. And I LOVE monster manuals, from Spiderwick to Dungeons and Dragons.
The Planeswalker’s Guide is an interesting read, adding more solidity to the cards that we all play with, but even more importantly than that, it’s beautiful. Magic employs the best of the best when it comes to dynamic, inventive fantasy artists, which is important in a visual genre that quickly becomes cliché and stale with each inch of needlessly-exposed cleavage. Despite being a jaded artist, I never, ever get bored of Magic’s artwork, which is always on the forefront of design and evolving illustration theory, while always remaining classic and attentive to core visual ideas. I don’t know if I can gush enough.
The book reprints much of the card art from Alara, which Wizards has also published online, though it appears in a slightly larger format in the book, which also displays the concept sketches and artwork that the artists used in forming and communicating their final ideas.
In addition to the basic set of 249 cards, there are also five different, pre-structured starter decks to play with, all of which include basic rules and explanations, so it’s an excellent place to leap in and start playing if you’ve never played before. I’m going to continue to search the shiny, foil packs for some of the super-rare, powerful ‘Planeswalker’ cards to introduce them to my game, but I haven’t been this reinvigorated about Magic in… well, about a month. Because it’s that much fun.
Go and buy a pack and get sucked in.

1. The most valuable Magic card in public release is the Black Lotus, which currently averages around $1500 for a near mint Beta edition. The Alpha edition has notably sold for over $10,000 in one or two rare cases, and like most collectibles, professionally graded editions of the card just get wacky. While the card is basically a nigh-invulnerable explosion of pure death magic, it also works in any possible deck that the player might choose to make, as it isn’t mana-color specific. Early adapters of the game weren’t just rewarded with super-powered cards – if they held onto these things for about ten years, they could afford about 5 years worth of rent. Or bail money, which is the opposite of rent. As long as you don’t have the reprinted ‘Collectors Edition’ of the card, you have money in the bank. It’s times like this that I wish I could go back to my 14-year old self and tell him to buy the heck outta this game so that future-me could go to a good college.








We didn’t have to go further than the entrance to the event before we found a ‘LEARN TO PLAY’ area, all set up and ready to help us learn the ropes. Behind the desk was Christian, a volunteer from Canada and unofficial ‘Magic Cheerleader’, whose ebullience made the Learn To Play Booth a hub of activity and an interesting place to retreat to between games and interviews during the course of the entire weekend. With the excellent and studied teachings of Christian and Jeff, Brian quickly picked up on the game and before I knew it, we were entered into a mini-tournament on the main floor. I suddenly became very nervous. I hadn’t summoned a Benevolent Unicorn in over a decade, my old collection of Slivers and Angels was way back in New York, and my 
When we were done assembling decks of cards, we were paired off by the DCI Judges. The DCI, or
Herberholz, a former $40,000 Magic winner, and recent graduate from Michigan State University, who was suitably crestfallen. “So close, but so far!” said Herberholz, “I think I’ve reached a certain level where I’m considered to be one of the best in the game that’s still playing, so right now the goal was to make the National team and finish in the top three, but since I didn’t do that and I came really close, it’s almost more disappointment than if I had just lost early on.”
Mike Jacob was thrilled to have won the final match against Sam Black, netting a prize of $5000, a big trophy, and a place in the World Finals. In our post-game interview, he credited a card called ‘
